have wait 1 second after u create the unit ----------------------------------------------- Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Center of Region 000 <gen>) facing Default building facing degrees Unit - Order (Last created unit) to Human Sorceress - Invisibility (Triggering unit) Unit - Order (Triggering unit) to Stop Unit - Remove (Last created unit) from the game If ((Current order of (Triggering unit)) Not equal to (Order(stop))) then do (Unit - Remove All buffs from (Triggering unit)) else do (Do nothing)
u need to change the casting time of the invisability to 0.01 or something very small so it is a fast cast
u need to change the range to 9999999 so it can be cast on the casting/triggering unit anywhere the map is
have wait 1 second after u create the unit and before the issued stop
change the dummy spells casting time to less than 1 second
--change the unit's invisability ability able to target heros-- unsure if it does alreaday--
--------------------------------------------- Lazy Man's alternative
Use invisability spell as dummy spell change the target to self and no trigger at all lol
If ((Current order of (Triggering unit)) Not equal to (Order(stop))) then do (Unit - Remove All buffs from (Triggering unit)) else do (Do nothing)
It removes the visibility every time. For me, your spell works without problems.
Here my current trigger:
Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to [Any] Actions Unit - Create 1 Sorceress for (Owner of (Casting unit)) at (Position of (Casting unit)) facing 0.00 degrees Unit - Order (Last created unit) to Human Sorceress - Invisibility (Casting unit) Wait 1.00 seconds Unit - Order (Casting unit) to Stop Unit - Remove (Last created unit) from the game
Did you use the invisible-spell of the sorceress? If yes, remember that this spell needs sorceress-adept research. Simply remove the tech-tree requirements of the spell, then it should work.
Yeah, its working now, except for one little thing: I dont want the unit being able to move when he uses the ability. So if he moves attacks or casts a spell, i want it to make him visible again. How can i do that? cause the other trigger i had dont seem to work...
Edit: Hm, I think a second trigger is better, because your current trigger will only check one time if the unit is doing nothing or not. If the unit moves after the trigger ran, It won't remove the buff, I think.
I cant really see a way to do that... It would be something like "every 0.01 of game time" i think, but i cant find a way to check if the unit has the buff.
set a unit variable in your first trigger: set "unit" = triggering unit
then crate a second trigger:
event - gereic unit is issued an order targeting an object
condition: triggering unit = "unit"
issued order = attack
action: remove all positive buffs for triggering unit